#ifdef ShadowMap
/*
#ifdef MultiInterObjectsShadow

 struct ShadowData_t
  {
    mat4 ObjectViewToLightProjMatrix;
    vec4 LightNearFarDirRadius;
  };

  layout(std430) readonly buffer ShadowBuffer
  {
    ShadowData_t g_shadowBuffer[];
  };


  out vec4 shadowMapCoord[MultiInterObjectsShadow]; //Pas besoin sur ios (pas de modif dans le master)

#else //!MultiShadow
  out vec4 shadowMapCoord;
#endif

*/
void ComputeShadowMatrix(const in vec3 iViewPos)
{/*
#if defined (MultiInterObjectsShadow)
  for(int i = 0 ; i < MultiInterObjectsShadow; ++i)
  {
   shadowMapCoord[i] = g_shadowBuffer[i].ObjectViewToLightProjMatrix * vec4(iViewPos, 1);
  }
#elif defined(MultiShadow)
  shadowMapCoord = g_shadowBuffer[0].ObjectViewToLightProjMatrix * vec4(iViewPos, 1);
#else
  shadowMapCoord = _sbcbShadow.ObjectViewToLightViewMatrix * vec4(iViewPos, 1);
#endif
*/
}

#endif //ShadowMap

